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Showing results for tags 'pscale'.
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Hey guys! Was wondering if anyone has an idea how to decrease the pScale of flip fluid overtime during the sim? I am trying to do a shrinking effect using flip and thought this might be a good place to begin with. Unfortunately, animating particle radius scale on the flip object doesn't really work. If you have any other idea how to achieve the shrinking effect, please let me know. All help is appreciated. Cheers, b
blomp posted a topic in General Houdini Questionsi'm just starting out learning houdini and i'm completely and utterly in love with it. i'm going through a beginner training series that's currently demonstrating how to make icicles hanging from a roof. i believe the training was made in houdini 12, and i managed to follow it just fine in houdini 14 apprentice. i recently upgraded to v15 though and decided to back track on the training, but i'm not getting the same results. the way the training explains it is: - start out with a grid and a line - grid -> transform to put in place where roof is - transform -> mountain to create deformations - mountain -> paint on grid to create black and white image where icicles will form - paint -> scatter points using paint color (Cd) as density - scatter -> point1 sets normal downward - point1 -> point2 randomizes scale length of line through the particles -> add scale - line facing down z-axis - line -> resample for extra detail - resample -> copy (left) and point -> copy (right) to create lots of lines with differing lengths hanging downward - copy -> particleFluidSurface (left) that SHOULD make blobby shapes around lines that then get shaped into icicles. from what I understand particleFluidSurface generates a fluid on the surface of points based on the pscale attribute, which was made in point2. when i middle click on point2 i can see the pscale attribute, but the attribute is missing when i middle click on the copy sop. i'm going to attach the hipnc file in case i didn't do an adequate job explaining what's happening. everything happens in icicles_GEO. any help/direction/clarification would be appreciated. thanks so much! ATTACHED blomp_icicles.hipnc
I'm exporting some particles from Houdini via alembic (importing via exocortex crate), but how do I control the size of the particles when rendered (rendering in Arnold)? I tried setting pscale and radiusPP (on points and verts) in Houdini but nothing seems to work. And thinking about it I guess I would need to get opacity per particle exported too.. Or I could re-map these based on age in Maya.. Has anyone done this before?
I'm working on a cloud asset and I've encountered a small problem. The basic cloud geometry is build with Metaballs a copy sop and then converted to fog with the cloud sop. I cached the cloud to a VDB and put a bounding box around it as final output and give it a Pyro shader. In the Instance node, I created a grid and at some random values to the pscale and rot attributes. I put the bounding box as the object to be instanced and gave the instancer a delayedload file material and put the cached VDB in here. The whole setup works but the pscale attribute also seems to be messing with the density scale of the pyroshader. How can I compensate for extra scale. I tried to divide the density by $PSCALE but that didn't work out. Thanks!